Buch, Englisch, 240 Seiten, Format (B × H): 178 mm x 254 mm
Buch, Englisch, 240 Seiten, Format (B × H): 178 mm x 254 mm
ISBN: 978-1-041-00566-7
Verlag: Taylor & Francis Ltd
This book challenges misconceptions about game accessibility practices, teaches you the innovative and economic benefits of accessibility, and provides you with tools needed to responsibly improve the accessibility of your game. Advocating for accessibility and getting buy-in within a business setting can be challenging; this book is your helpful guide to navigating these challenges!
It begins by explaining the philosophy of universal design and how it applies to game accessibility, and how making accessible games will make them generally more enjoyable and usable for everyone. It shows best-in-class examples of accessibility and highlights opportunities that can be directly applied to your projects. Finally, it asks and answers the question: how does building inaccessible games affect the quality of our games, hurt the trust the audience has in us, and impact profits and generate press?
This book will be of great interest to all those within the field of game design and development, including newcomers, seasoned developers, publishers, and educators.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Section 1 - Defining Accessibility
Chapter 1. Video Games are for Everyone
Chapter 2. About This Book
Chapter 3. The Social Model of Disability
Chapter 4. Addressing Inaccessibility
Chapter 5. The Types of Barriers in Games
Chapter 6. The Cycle of Exclusion
Chapter 7. The Curb Cut Effect
Section 2 - Making More Accessible Games
Chapter 8. Building More Accessible Games
Chapter 9. Nothing About Us Without Us
Chapter 10. Accessibility as a Culture
Chapter 11. Your Vision & Accessibility
Chapter 12. Audio Accessibility
Chapter 13. Motor Accessibility
Chapter 14. Cognitive Accessibility
Chapter 15. Visual Accessibility
Chapter 16. Speech Accessibility
Chapter 17. Marccomms Accessibility
Chapter 18. General Accessibility
Section 3 - Advocating for Accessibility
Chapter 19. Justifying Accessibility
Chapter 20. Making a Compelling Case
Chapter 21. Accessibility Supports Your Staff
Chapter 22. Accessibility is: Creativity, Innovation & Quality
Chapter 23. Accessibility is: Responsibility & Your Reputation
Chapter 24. Identifying an Audience
Chapter 25. Accessibility and Cost
Chapter 26. Conversations in Advocacy
Chapter 27. Practical Actions for the Champion
Chapter 28. Myths and Misconceptions
Chapter 29. The Multiplayer Excuse
Chapter 30. Closing Thoughts




